<!DOCTYPE html>
<html>
<meta http-equiv="content-type" content="text/html" charset="utf-8">
<head>
  <title>Html Game</title>
  <link rel="stylesheet" type="text/css" href="style.v1.0.css" />
  <link rel="stylesheet" type="text/css" href="style.v1.1.css" />
  <meta name="viewport" content="width=device-width, initial-scale=1" />
</head>

<body onload="Game.init()">
  <div id="main" class="gameWrapper">
    <div id="headerBlock">
      <!-- All the header stuff.  -->
      <div style="text-align:center;font-size:18px;font-weight:bold;">一个人的战斗</div>
      <div style="text-align:center;font-size:10px;">版本 1.1
      </div>
      <span style="display:block;text-align:right;">
        种子: <span id="seedsOut"></span>&nbsp;碎片: <span id="scrapOut"></span>
      </span>
      <hr style="margin-bottom:9px;" />
      <!-- HP Bars -->
      <div class="fillingBorder">
        <img id="player_HPBarOut" class="fillingBar" src="Clear.gif" />
        <div id="player_HPBarText" class="fillingText">生命值: <span id="player_currentHPOut"></span>/<span id="player_maxHPOut"></span> (<span id="player_percentHPOut"></span>)</div>
      </div>
      <div class="reverseFillingBorder">
        <img id="player_XPBarOut" class="fillingBar" src="Clear.gif" />
        <div id="player_XPBarText" class="fillingText"><span id="player_currentXPPrefix"></span>&nbsp;<span id="player_currentXPOut"></span>/<span id="player_maxXPOut"></span> (<span id="player_percentXPOut"></span>)</div>
      </div>
      <!-- Text below HP bars -->
      <div id="playerNameOut" title="角色重命名." style="cursor:pointer;float:left;font-weight:bold;font-size:16px;" onclick="Game.renamePlayer();"></div>
      <div id="enemyNameOut" title="激发愤怒攻击." style="cursor:pointer;float:right;text-align:right;font-weight:bold;font-size:16px;" onclick="Game.burstAttack();"></div>
      <div id="noEnemyOut" title="寻找怪物." style="cursor:pointer;float:right;text-align:right;font-weight:bold;font-size:16px" onclick="Game.startCombat(true);" class="hiddenElement">点击这里进入战斗.</div>
      <hr style="margin-top:4.5em;" />
      <!-- Tabs -->
      <div class="header" id="topBar">
        <span class="headerTab" id="playerTab">角色<span id="header_statPoints" class="indicator"></span></span>
        <span class="headerTab" id="combatTab">战场<span id="header_combatState" class="indicator"></span></span>
        <span class="headerTab" id="zoneTab">地图</span>
        <span class="headerTab" id="skillsTab">技能<span id="header_skillPoints" class="indicator"></span></span>
        <span class="headerTab" id="inventoryTab">背包<span id="header_inventoryState" class="indicator"></span></span>
        <span class="headerTab" id="storeTab">商场</span>
        <span class="headerTab" id="optionsTab">设置</span>
        <span class="headerTab" id="helpTab">帮助</span>
        <span class="headerTab" id="updateTab">更新</span>
        <span class="headerTab" id="badgeTab">徽章</span>
      </div>
    </div>
    <table style="width:100%;">
      <tr>
        <td>
          <div id="playerTable" class="rootTable" style="display:none;">
            <!-- Stat allocation table -->
            <table class="subTable">
              <tr id="player_statPointHeader">
                <td colspan="4"><span style="font-size:20px;font-weight:bold;">设置角色属性</span><br /><span style="margin-left:0.5em;" id="player_statPointHeaderOut"></span> 未分配属性: </td>
                <td colspan="2" style="text-align:center;"><span class="headerTab" style="width:auto;padding:10px;" onclick="Game.statReset();">重置属性</span></td>
              </tr>
              <tr>
                <td colspan="4">
                  <div style="font-weight:bold;font-size:18px;">力量 (<span id="player_strPointsBase" style="font-size:18px;"></span><span id="player_strPointsAssigned" class="q223" style="font-size:18px;"></span>)</div>
                  <div style="margin-left:0.5em;">增加近战武器伤害.<br />增加格挡攻击几率 <span id="player_statPointBlockChance"></span>%.</div>
                </td>
                <td colspan="2" style="text-align:center;" class="statAddButtons">
                  <span class="headerTab" onclick="Game.addStat(Game.STAT_STR, 1);">+1 点</span>
                  <span class="headerTab" onclick="Game.addStat(Game.STAT_STR, 10);">+10 点</span>
                  <span class="headerTab" onclick="Game.addStat(Game.STAT_STR, Number.MAX_SAFE_INTEGER);">+全部</span>
                </td>
              </tr>
              <tr>
                <td colspan="4">
                  <div style="font-weight:bold;font-size:18px;">灵敏 (<span id="player_dexPointsBase" style="font-size:18px;"></span><span id="player_dexPointsAssigned" class="q223" style="font-size:18px;"></span>)</div>
                  <div style="margin-left:0.5em;">增加远程武器伤害.<br />增加致命一击几率 <span id="player_statPointCritChance"></span>%.</div>
                </td>
                <td colspan="2" style="text-align:center;" class="statAddButtons">
                  <span class="headerTab" onclick="Game.addStat(Game.STAT_DEX, 1);">+1 点</span>
                  <span class="headerTab" onclick="Game.addStat(Game.STAT_DEX, 10);">+10 点</span>
                  <span class="headerTab" onclick="Game.addStat(Game.STAT_DEX, Number.MAX_SAFE_INTEGER);">+全部</span>
                </td>
              </tr>
              <tr>
                <td colspan="4">
                  <div style="font-weight:bold;font-size:18px;">智力 (<span id="player_intPointsBase" style="font-size:18px;"></span><span id="player_intPointsAssigned" class="q223" style="font-size:18px;"></span>)</div>
                  <div style="margin-left:0.5em;">增加魔法武器伤害.<br />增加躲避攻击几率 <span id="player_statPointDodgeChance"></span>%.</div>
                </td>
                <td colspan="2" style="text-align:center;" class="statAddButtons">
                  <span class="headerTab" onclick="Game.addStat(Game.STAT_INT, 1);">+1 点</span>
                  <span class="headerTab" onclick="Game.addStat(Game.STAT_INT, 10);">+10 点</span>
                  <span class="headerTab" onclick="Game.addStat(Game.STAT_INT, Number.MAX_SAFE_INTEGER);">+全部</span>
                </td>
              </tr>
              <tr>
                <td colspan="4">
                  <div style="font-weight:bold;font-size:18px;">体力 (<span id="player_conPointsBase" style="font-size:18px;"></span><span id="player_conPointsAssigned" class="q223" style="font-size:18px;"></span>)</div>
                  <div style="margin-left:0.5em;">增加生命值上限和恢复速度.<br />有 <span id="player_statPointHealChance"></span>% 几率获得和攻击时的生命值的恢复.</div>
                </td>
                <td colspan="2" style="text-align:center;" class="statAddButtons">
                  <span class="headerTab" onclick="Game.addStat(Game.STAT_CON, 1);">+1 点</span>
                  <span class="headerTab" onclick="Game.addStat(Game.STAT_CON, 10);">+10 点</span>
                  <span class="headerTab" onclick="Game.addStat(Game.STAT_CON, Number.MAX_SAFE_INTEGER);">+全部</span>
                </td>
              </tr>
            </table>
            <table>
              <!-- Player equipment -->
              <tr>
                <td>
                  <div id="playerEquipmentPanel"></div>
                </td>
              </tr>
            </table>
            <div class="powerHeader">战斗统计</div>
            <span class="underLineMe" style="font-size:16px;font-weight:bold;margin-left:0.5em;" onclick="toggleHelpVis('offenseStats');">进攻</span><br />
            <div class="playerStatistics offenseStats" style="padding:5px 0px;">
              <span style="font-size:14px;margin-left:1em;">Total Damage Dealt: <span id="player_statTotalDMG"></span> over <span id="player_statAttacks"></span> attack(s).</span><br />
              <span style="margin-left:1.5em">Melee Damage: <span id="player_statMeleeOut"></span></span><br />
              <span style="margin-left:1.5em">Ranged Damage: <span id="player_statRangedOut"></span></span><br />
              <span style="margin-left:1.5em">Magic Damage: <span id="player_statMagicOut"></span></span><br />
              <span style="margin-left:1em;">Most damage dealt in one hit: <span id="player_statBiggestHitOut"></span></span><br />
              <span style="margin-left:1em;">Stored damage: <span id="player_statStoredDamage"></span></span><br /><br />
              <span style="margin-left:1em;">Burst Attacks activated: <span id="player_statBursts"></span></span><br /><br />
              <span style="margin-left:1em;">Debuffs applied: <span id="player_statDebuffsOut"></span></span><br />
              <span style="margin-left:1.5em;">Enemies killed instantly with Doom: <span id="player_statDoomKills"></span></span><br />
              <span style="margin-left:1.5em;">Enemies awoken from Sleep: <span id="player_statSleepBreaksOut"></span></span><br />
              <span style="margin-left:1.5em;">Health drained from enemies: <span id="player_statEnemyHealthDrained"></span></span><br />
              <span style="margin-left:1.5em;">Damage dealt with DoT effects: <span id="player_statDoTDamageOut"></span></span><br />
              <span style="margin-left:1.5em;">Enemies confused: <span id="player_statConfusionOut"></span></span><br />
              <span style="margin-left:1.5em;">Enemy attacks stopped with Paralysis: <span id="player_statParahaxOut"></span></span>
            </div>
            <span class="underLineMe" style="font-size:16px;font-weight:bold;margin-left:0.5em;" onclick="toggleHelpVis('defenseStats');">防御</span><br />
            <div class="playerStatistics defenseStats" style="padding:5px 0px;">
              <span style="font-size:14px;margin-left:1em;">Total Damage Taken: <span id="player_statTotalDMGTaken"></span> over <span id="player_statAttacksTaken"></span> attack(s).</span><br />
              <span style="margin-left:1.5em">Melee Damage: <span id="player_statMeleeIn"></span></span><br />
              <span style="margin-left:1.5em">Ranged Damage: <span id="player_statRangedIn"></span></span><br />
              <span style="margin-left:1.5em">Magic Damage: <span id="player_statMagicIn"></span></span><br />
              <span style="margin-left:1em;">Most damage taken in one hit: <span id="player_statBiggestHitIn"></span></span><br /><br />
              <span style="margin-left:1em;">Debuffs suffered: <span id="player_statDebuffsIn"></span></span><br />
              <span style="margin-left:1.5em;">Deaths due to Doom: <span id="player_statDoomDeaths"></span></span><br />
              <span style="margin-left:1.5em;">Times awoken from Sleep: <span id="player_statSleepBreaksIn"></span></span><br />
              <span style="margin-left:1.5em;">Health drained by enemies: <span id="player_statPlayerHealthDrained"></span></span><br />
              <span style="margin-left:1.5em;">Damage taken from DoT effects: <span id="player_statDoTDamageIn"></span></span><br />
              <span style="margin-left:1.5em;">Times confused: <span id="player_statConfusionIn"></span></span><br />
              <span style="margin-left:1.5em;">Attacks lost to paralysis: <span id="player_statParahaxIn"></span></span><br />
            </div>
            <span class="underLineMe" style="font-size:16px;font-weight:bold;margin-left:0.5em;" onclick="toggleHelpVis('inventoryStats');">清单</span><br />
            <div class="playerStatistics inventoryStats" style="padding:5px 0px;">
              <span style="margin-left:1em;">Item upgrades bought: <span id="player_upgradesBought"></span></span><br />
              <span style="margin-left:1em;">Item reforges bought: <span id="player_reforgesBought"></span></span><br />
              <span style="margin-left:1em;">Skill/stat point resets: <span id="player_statResets"></span></span><br />
              <span style="margin-left:1em;">Items sold: <span id="player_itemsSold"></span></span><br />
              <span style="margin-left:1em;">Items scrapped: <span id="player_itemsScrapped"></span></span><br />
              <span style="margin-left:1em;">Items discarded: <span id="player_itemsDiscarded"></span></span><br />
              <span style="margin-left:1em;">Items broken in combat: <span id="player_itemsBroken"></span></span><br />
              <span style="margin-left:1em;">Seeds gained: </span><br />
              <span style="margin-left:1.5em;">From combat: <span id="player_combatSeeds"></span></span><br />
              <span style="margin-left:1.5em;">From item sales: <span id="player_salesSeeds"></span></span><br />
              <span style="margin-left:1em;">Scrap gained: </span><br />
              <span style="margin-left:1.5em;">From combat: <span id="player_combatScrap"></span></span><br />
              <span style="margin-left:1.5em;">From item conversions: <span id="player_salesScrap"></span></span><br />
            </div>
            <span class="underLineMe" style="font-size:16px;font-weight:bold;margin-left:0.5em;" onclick="toggleHelpVis('miscStats');">失误率</span><br />
            <div class="playerStatistics miscStats" style="padding:5px 0px;">
              <span style="margin-left:1em;">Battles won: <span id="player_battlesWon"></span></span><br />
              <span style="margin-left:1em;">Battles lost: <span id="player_battlesLost"></span></span><br />
              <span style="margin-left:1em;">Battles fled: <span id="player_battlesFled"></span></span><br />
              <span style="margin-left:1em;">Winning streak: <span id="player_winningStreak"></span></span><br />
              <span style="margin-left:1em;">Highest elite appearance chance: <span id="player_maxElite"></span></span><br />
              <span style="margin-left:1em;">Bosses defeated: <span id="player_bossKills"></span></span><br /><br />
              <span style="margin-left:1em;">Total experience gained: <span id="player_totalXP"></span></span><br />
              <span style="margin-left:1em;">Experience lost to deaths: <span id="player_xpLost"></span></span><br />
              <span style="margin-left:1em;">Experience Overflow Pool: <span id="player_xpOverflow"></span></span><br /><br />
              <span style="margin-left:1em;">Badges earned: <span id="player_badgeCount"></span></span><br />
              <span style="margin-left:1em;">Prestige level: <span id="player_prestigeLevel"></span></span>
            </div>
          </div>
          <div id="combatTable" class="rootTable" style="display:none;">
            <table class="subTable">
              <tr>
                <td>
                  <span id="playerCombatPanel"></span>
                  <span id="enemyCombatPanel" style="float:right;"></span>
                </td>
              </tr>
              <tr>
                <td>
                  <span id="playerCombatWeaponPanel"></span>
                  <span id="enemyCombatWeaponPanel" style="float:right;"></span>
                </td>
              </tr>
              <tr>
                <td>
                  <span id="playerCombatArmourPanel"></span>
                  <span id="enemyCombatArmourPanel" style="float:right;"></span>
                </td>
              </tr>
              <tr>
                <td>
                  <div class="powerHeader">战斗日志</div>
                  <div id="logBody"></div>
                </td>
              </tr>
            </table>
          </div>
          <div id="zoneTable" class="rootTable" style="display:none">
            <table class="subTable">
              <tr>
                <td>
                  <div class="powerHeader">地图</div>
                  <div id="currentZone"></div>
                </td>
              </tr>
              <tr>
                <td>
                  <div class="powerHeader">地图列表</div>
                  <div id="zoneList"></div>
              </tr>
            </table>
          </div>
          <div id="skillsTable" class="rootTable" style="display:none;">
            <table class="subTable">
              <tr>
                <td>
                  <table id="availableSkills" class="availableSkillsPanel">
                    <tr>
                      <td id="availableSkillsHeader">
                        <div class="powerHeader">未分配技能点 (<span id="powerPointsOut"></span> 可以分配):</div>
                      </td>
                    </tr>
                    <tr id="available_row">
                      <td id="available_area_offense"></td>
                    </tr>
                    <tr>
                      <td id="available_area_defense"></td>
                    </tr>
                    <tr>
                      <td id="available_area_support"></td>
                    </tr>
                    <tr>
                      <td id="available_area_special"></td>
                    </tr>
                  </table>
                  <div class="powerHeader">选择技能</div>
                  <table id="purchasedPowers" class="availableSkillsPanel">
                    <tr>
                      <td id="purchased_area"></td>
                    </tr>
                  </table>
                  <span class="nonPanelButton" id="powerReset" onclick="Game.resetPowers();">重置技能</span>
                </td>
              </tr>
            </table>
          </div>
          <div id="inventoryTable" class="rootTable" style="display:none;">
            <table class="subTable">
              <tr id="cleanup">
                <td><span class="nonPanelButton" onclick="Game.automaticInventoryClear();">清理背包</span></td>
              </tr>
              <tr id="enemyItems" style="display:none;">
                <td>
                  <div class="powerHeader">敌人背包</div>
                </td>
              </tr>
              <tr>
                <td>
                  <table id="enemyInvOut"></table>
                </td>
              </tr>
              <tr id="weaponCache" style="display:none;">
                <td>
                  <div class="powerHeader">武器</div>
                </td>
              </tr>
              <tr>
                <td>
                  <div id="weaponOut"></div>
                </td>
              </tr>
              <tr id="armourCache" style="display:none;">
                <td>
                  <div class="powerHeader">装备</div>
                </td>
              </tr>
              <tr>
                <td>
                  <div id="armourOut"></div>
                </td>
              </tr>
              <tr id="potionCache" style="display:none;">
                <td>
                  <div class="powerHeader">药剂</div>
                </td>
                <td>
                  <div id="potionsOut"></div>
                </td>
              </tr>
            </table>
          </div>
          <div id="storeTable" class="rootTable" style="display:none;">
            <table class="subTable">
              <tr>
                <td colspan="2">
                  <div class="powerHeader">升级</div>
                </td>
              </tr>
              <tr>
                <td>
                  <div id="weaponPanelOut"></div>
                </td>
                <td>
                  <div id="armourPanelOut"></div>
                </td>
              </tr>
            </table>
            <div>
              <div class="powerHeader">重新锻造武器属性</div>
              <table class="subTable">
                <tr>
                  <td colspan="6">
                    <div style="font-weight:bold;font-size:18px;">盔甲碎片</div>
                    <div style="margin-left:0.5em;">使你的攻击忽略目标盔甲强度，持续10 <span class="q223">(15)</span> 秒.</div>
                  </td>
                  <td colspan="4" style="text-align:center;">
                    <span class="headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_SHRED, false);">正常 (4 碎片)</span>
                    <span class="q223 headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_SHRED, true);">高级 (8 碎片)</span>
                  </td>
                </tr>
                <tr>
                  <td colspan="6">
                    <div style="font-weight:bold;font-size:18px;">双重攻击</div>
                    <div style="margin-left:0.5em;">产生二次攻击，造成的伤害是第一次的 50% <span class="q223">(70%)</span> 持续 10 <span class="q223">(15)</span> 秒.</div>
                  </td>
                  <td colspan="4" style="text-align:center;">
                    <span class="headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_MULTI, false);">正常 (4 碎片)</span>
                    <span class="q223 headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_MULTI, true);">高级 (8 碎片)</span>
                  </td>
                </tr>
                <tr>
                  <td colspan="6">
                    <div style="font-weight:bold;font-size:18px;">生命恢复</div>
                    <div style="margin-left:0.5em;">每秒恢复生命值 20% <span class="q223">(30%)</span> 的武器输出量，持续 10 <span class="q223">(15)</span> 秒.</div>
                  </td>
                  <td colspan="4" style="text-align:center;">
                    <span class="headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_DRAIN, false);">正常 (4 碎片)</span>
                    <span class="q223 headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_DRAIN, true);">高级 (8 碎片)</span>
                  </td>
                </tr>
                <tr>
                  <td colspan="6">
                    <div style="font-weight:bold;font-size:18px;">迟缓</div>
                    <div style="margin-left:0.5em;">减速敌人的攻击 15% <span class="q223">(25%)</span> 持续 10 <span class="q223">(15)</span> 秒.</div>
                  </td>
                  <td colspan="4" style="text-align:center;">
                    <span class="headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_SLOW, false);">正常 (4 碎片))</span>
                    <span class="q223 headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_SLOW, true);">高级 (8 碎片)</span>
                  </td>
                </tr>
                <tr>
                  <td colspan="6">
                    <div style="font-weight:bold;font-size:18px;">混乱</div>
                    <div style="margin-left:0.5em;">使目标下一次攻击，攻击自己.</div>
                  </td>
                  <td colspan="4" style="text-align:center;">
                    <span class="headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_MC, true);">正常 (4 碎片)</span>
                  </td>
                </tr>
                <tr>
                  <td colspan="6">
                    <div style="font-weight:bold;font-size:18px;">持续伤害</div>
                    <div style="margin-left:0.5em;">每秒对目标造成 20% <span class="q223">(30%)</span> 的武器伤害，持续 10 <span class="q223">(15)</span> 秒.</div>
                  </td>
                  <td colspan="4" style="text-align:center;">
                    <span class="headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_DOT, false);">正常 (4 碎片)</span>
                    <span class="q223 headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_DOT, true);">高级 (8 碎片)</span>
                  </td>
                </tr>
                <tr>
                  <td colspan="6">
                    <div style="font-weight:bold;font-size:18px;">麻痹</div>
                    <div style="margin-left:0.5em;">增加目标攻击失败的几率，有 15% <span class="q223">(25%)</span> 的可能，持续 10 <span class="q223">(15)</span> 秒.</div>
                  </td>
                  <td colspan="4" style="text-align:center;">
                    <span class="headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_PARAHAX, false);">正常 (4 碎片)</span>
                    <span class="q223 headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_PARAHAX, true);">高级 (8 碎片)</span>
                  </td>
                </tr>
                <tr>
                  <td colspan="6">
                    <div style="font-weight:bold;font-size:18px;">厄运</div>
                    <div style="margin-left:0.5em;">给予 5% <span class="q223">(7%)</span> 的机会一击必杀，如果不能给予 250% <span class="q223">(350%)</span> 的武器伤害.</div>
                  </td>
                  <td colspan="4" style="text-align:center;">
                    <span class="headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_DOOM, false);">正常 (4 碎片)</span>
                    <span class="q223 headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_DOOM, true);">高级 (8 碎片)</span>
                  </td>
                </tr>
                <tr>
                  <td colspan="6">
                    <div style="font-weight:bold;font-size:18px;">缴械</div>
                    <div style="margin-left:0.5em;">将目标的武器伤害降底%50，防止目标释放技能持续 10 <span class="q223">(15)</span> 秒.</div>
                  </td>
                  <td colspan="4" style="text-align:center;">
                    <span class="headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_DISARM, false);">正常 (4 碎片)</span>
                    <span class="q223 headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_DISARM, true);">高级 (8 碎片)</span>
                  </td>
                </tr>
                <tr>
                  <td colspan="6">
                    <div style="font-weight:bold;font-size:18px;">昏睡</div>
                    <div style="margin-left:0.5em;">防止目标攻击 10 <span class="q223">(15)</span> 秒. 有 60% <span class="q223">(40%)</span> 的几率被打断.</div>
                  </td>
                  <td colspan="4" style="text-align:center;">
                    <span class="headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_SLEEP, false);">正常 (4 碎片)</span>
                    <span class="q223 headerTab-ex" onclick="Game.reforgeWeapon(Game.DEBUFF_SLEEP, true);">高级 (8 碎片)</span>
                  </td>
                </tr>
                <tr>
                  <td colspan="6">
                    <div style="font-weight:bold;font-size:18px;">随机</div>
                    <div style="margin-left:0.5em;">从列出的其它属性中随机选择一个.</div>
                  </td>
                  <td colspan="4" style="text-align:center;">
                    <span class="headerTab-ex" onclick="Game.reforgeWeapon(0, false);">正常 (4 碎片)</span>
                    <span class="q223 headerTab-ex" onclick="Game.reforgeWeapon(0, true);">高级 (8 碎片)</span>
                  </td>
                </tr>
              </table>
            </div>
            <table class="subTable">
              <tr style="vertical-align: top">
                <td>
                  <div class="powerHeader">武器商店</div>
                  <div id="storeWeapons"></div>
                </td>
                <td>
                  <div class="powerHeader">装备商店</div>
                  <div id="storeArmour"></div>
                </td>
              </tr>
            </table>
          </div>
          <div id="optionsTable" class="rootTable" style="display:none;">
            <table class="subTable">
              <tr>
                <td>
                  <div id="autoBattleHook"></div>
                  <div id="autoSellHook"></div>
                  <div id="saveHook"></div>
                </td>
              </tr>
            </table>
          </div>
          <div id="helpTable" class="rootTable" style="display:none;">
            <table class="subTable">
              <tr>
                <td>
                  <div class="powerHeader underLineMe" style="cursor:pointer;" onclick="toggleHelpVis('introBlock');">简介</div>

                  <p class="introBlock">Remember that old saying, 'war never changes'? Yea, the guys who came up with that never banked on the ground breaking re-discovery of magic, long considered unfeasible by society at large and persecuted out of existence centuries ago.</p>

                  <p class="introBlock">With society being what it was at the time, precious few people outside of government agencies knew of these developments, or of the raw power that could be harnessed with them, until that power was brought to bear against them. When concrete information finally came to light about the discoveries, millions had already fallen in titanic struggles worldwide, the result of militaries across the globe testing the limits and applications of their new-found strength.</p>

                  <p class="introBlock">However, their meddling with the powers laying dormant within the planet has come at a great cost. Some once verdant areas of the land are fading away without warning or visible cause, to be reduced to deserted and arid areas. On top of this, those who most consistently exercised their magical prowess have found themselves suffering from a myriad of strange and incomprehensible effects: seemingly random loss of limbs, sudden blindness, occasionally bursting into flame, that sort of thing.</p>

                  <p class="introBlock">And then there's you. Once a prominent researcher at the Ley Line Research Facility, your life was turned upside down when you fell victim to an interesting, if maddening ailment - your hands, usually good for just about anything, now cause a noticeable increase in the rate at which non-natural objects degrade when held. This problem was discovered when an incredibly valuable ancient artifact crumbled to dust in your hands, costing the facility millions.</p>

                  <p class="introBlock">Now with nothing left to return to, you find yourself living off scraps and foraging in a cave system some distance away from the facility. Seeking to right some of the many wrongs committed by your colleagues and the people they now serve, you cobble together a crude weapon and head out into the ravaged world to mete out justice, one way or another.</p>

                  <div class="powerHeader underLineMe" style="cursor:pointer;" onclick="toggleHelpVis('combatBlock');">Combat Mechanics</div>

                  <p class="combatBlock hiddenElement">Everything in the Realm is out to kill you, whether it's for survival or just because they don't like your face, so it's in your best interest to learn how fighting works. Each combatant will have two pieces of equipment to consider: their weapon, which dictates the amount and type of damage they will deal, and their armour, which dictates how much damage they will take. When looking at the 'Combat' tab, these items are laid out side by side, along with the combatant names and health pools.</p>

                  <p class="combatBlock hiddenElement">When combat begins - initiated by the 'Look for something to kill' button - a target will be located for you, and then the two of you will begin trading blows until either you fall, the target falls, or you run away.</p>

                  <p class="combatBlock hiddenElement">When attacking a target, the damage you deal is based on a few things:</p>
                  <ul class="combatBlock hiddenElement">
                    <li>The attack damage on your weapon;</li>
                    <li>The value of the stat relating to your current weapon (Strength for melee, Dexterity for ranged, Intelligence for magic);</li>
                    <li>Any resistances or vulnerabilities on the target's armour;</li>
                    <li>Any skills that inflence damage dealt.</li>
                  </ul>

                  <p class="combatBlock hiddenElement">And when your target decides to fight back, the damage they deal to you is based on a similar set of values:</p>
                  <ul class="combatBlock hiddenElement">
                    <li>The attack damage on their weapon;</li>
                    <li>Their 'main stat' value (this plays the same role yours does in your damage calculation);</li>
                    <li>Any resistances or vulnerabilities on your armour;</li>
                    <li>Any skills that influence damage taken.</li>
                  </ul>

                  <p class="combatBlock hiddenElement">Your offensive options during combat consist of fleeing, and using a Burst Attack. The Burst Attack button is simply a single strike delivered instantly to the target, respecting all the usual rules regarding how much damage is dealt, as well as resetting the time delay between attacks. Any skills you have that can be triggered when a target is hit can also be triggered by a Burst Attack.</p>

                  <p class="combatBlock hiddenElement">When you are not in combat, your health regenerates based on your Constitution value. That value also increases the size of your maximum health pool, which is good for the whole 'not dying' thing.</p>

                  <p class="combatBlock hiddenElement">If, by some unfortunate series of events, you are defeated by an opponent, all is not lost - as a penalty, you lose 25% of the progress you have made towards your next level, but can otherwise continue on as normal.</p>

                  <div class="powerHeader underLineMe" style="cursor:pointer;" onclick="toggleHelpVis('debuffBlock');">Debuffs</div>

                  <p class="debuffBlock hiddenElement">Weapons of particularly high quality will have a debuff attached to them. Each strike that is delivered with the weapon in combat has a 10% chance to apply the debuff to the target. If the debuff does damage to the target, that damage ignores any armour they are wearing. Note the ambiguity - your enemies can also take advantage of debuffs if they have a weapon that carries one, in the same way that you can.</p>

                  <p class="debuffBlock hiddenElement">A full listing of the debuffs in the game and their effects is available in the Store tab.</p>

                  <div class="powerHeader underLineMe" style="cursor:pointer;" onclick="toggleHelpVis('powerBlock');">Skills</div>

                  <p class="powerBlock hiddenElement">The ability to break things by holding them isn't the only interesting ability you have access to - the Skills tab lists a number of additional effects that can apply to you and be honed and strengthened through the leveling process.</p>

                  <p class="powerBlock hiddenElement">You'll gain a point every odd level, starting from level 5, to spend on this tab. Almost all skills will, upon reaching maximum rank, open access to further developments in their respective disciplines.</p>

                  <p class="powerBlock hiddenElement">Located on this tab is also the 'Reset Skills' button - for a small fee of scrap based on total Skill Points earned, you can clear your mind, and thus your skill selection, and then re-assign points to your taste.</p>

                  <div class="powerHeader underLineMe" style="cursor:pointer;" onclick="toggleHelpVis('qualityBlock');">Item Quality</div>

                  <p class="qualityBlock hiddenElement">The quality of items dictates several things: the number and strength of individual armour resistances and vulnerabilities, the damage ranges available on weapons, and the availability and potency of debuffs on weapons. There are six 'tiers' of quality, although only five of those are available to you. These tiers and their effects on equipment are as follows:<br /><br />

                    <span class="q221">Poor (grey)</span> items are the lowest quality of item.<br /> - Weapons of poor quality have 90% of their intended damage values.<br /> - Armours of poor quality carry 1 strength, and 2 vulnerabilities.<br />
                    <span class="q222">Normal (white)</span> items are the most common quality of item in the Realm<br /> - Weapons of normal quality have no distinguishing features.<br /> - Armours of normal quality carry 1 strength and 1 vulnerability.<br />
                    <span class="q223">Good (green)</span> items are a step above normal items.<br /> - Weapons of good quality have 110% of their intended damage values, as well as a normal debuff.<br /> - Armours of good quality carry 2 strengths and 1 vulnerability.<br />
                    <span class="q224">Great (blue)</span> items represent superior craftsmanship.<br /> - Weapons of great quality have 120% of their intended damage values, and also have unique names and flavour text, as well as a superior debuff.<br /> - Armours of great quality carry 2 strengths and no vulnerabilities.<br />
                    <span class="q225">Amazing (purple)</span> items represent the pinnacle of items obtainable in the Realm.<br /> - Weapons of amazing quality have 130% of their intended damage values, and also have unique names and flavour text, as well as a superior debuff.<br /> - Armours of amazing quality carry 3 strengths and no vulnerabilities.<br />
                    <span class="q226">Legendary (orange)</span> items are unique pieces made for specific bosses, and are not obtainable by players.<br /> - Weapons of legendary quality deal more damage and have more potent debuffs than even amazing weapons.<br /> - Armours of legendary quality are not strictly better than amazing armours - they instead serve to enforce a weakness on bosses for the player to take advantage of.</p>

                  <div class="powerHeader underLineMe" style="cursor:pointer;" onclick="toggleHelpVis('duraBlock');">Durability and Decay</div>

                  <p class="duraBlock hiddenElement">All equipment has a set amount of durability - a measure of how close an item is to becoming unusable. When an item reaches 0 durability, its effect is diminished significantly: weapons have their damage output cut in half and can no longer apply their debuffs, and armour resistances no longer apply (although vulnerabilities still apply even when armour is broken).</p>

                  <p class="duraBlock hiddenElement">To combat this, you have the ability to repair items. This is done at no cost, but takes time to complete based on your level and the level of the items being repaired. During the repair process, you are free to switch out items of equipment for other damaged items without interrupting the repairing procedure. Entering combat will halt the repair process if it is running.</p>

                  <div class="powerHeader underLineMe" style="cursor:pointer;" onclick="toggleHelpVis('itemsBlock');">Items</div>

                  <p class="itemsBlock hiddenElement">The 'Items' tab plays host to a listing of all items you are currently carrying, and presents options as to how they can be used. Items can be freely equipped, sold, scrapped or discarded from this tab at any time, even during combat - worth remembering if you come up against an opponent whose weakness you can't exploit with your currently equipped weapon, or one who keeps taking advantage of a gap in your defences.</p>

                  <p class="itemsBlock hiddenElement">Selling an item rewards you with an amount of seeds (the currency of the Realm) based on that item's level and quality. Scrapping an item rewards you with a small amount of scrap based on the quality of the destroyed item. Both seeds and scrap are used in the Store to enhance or replace your equipment.</p>

                  <div class="powerHeader underLineMe" style="cursor:pointer;" onclick="toggleHelpVis('storeBlock');">The Store</div>

                  <p class="storeBlock hiddenElement">The Store is your centralised hub for equipment enhancement or replacement. Here, you can perform the following actions:</p>
                  <ul class="storeBlock hiddenElement">
                    <li>Spend seeds to increase the level of your equipped weapon and/or armour;</li>
                    <li>Spend seeds to purchase quality weapons and armour which may be otherwise difficult to find.</li>
                    <li>Spend scrap to increase the quality of your equipped weapon and/or armour;</li>
                    <li>Spend scrap to apply a debuff to your equipped weapon or replace it with a better one;</li>
                  </ul>

                  <p class="storeBlock hiddenElement">When purchasing item quality upgrades, raising the quality past certain thresholds causes additional things to happen. When an item is upgraded to 'Great' quality, you have the option of applying a custom name and piece of flavour text to that weapon. When upgrading a weapon specifically, it is granted a random debuff once it reaches 'Good' quality, which it retains through further quality upgrades unless it is replaced using the option in the Store. When upgrading armour, the distribution of strengths and vulnerabilities shifts, in accordance with the guides set in the 'Item Quality' section above.</p>

                  <p class="storeBlock hiddenElement">Items upgraded using the Store cannot reach Legendary quality.</p>

                  <div class="powerHeader underLineMe" style="cursor:pointer;" onclick="toggleHelpVis('optionsBlock');">Options</div>

                  <p class="optionsBlock hiddenElement">The 'Options' tab is home to a number of configuration options that didn't necessarily belong in other tabs, including controls for the auto-battle system, configuration options for the bulk sell and scrap buttons on the Items tab, and manual saving and resetting.</p>

                  <p class="optionsBlock hiddenElement">The auto-battle system is what makes this game semi-idle: it will attempt to initiate combat whenever your health is full, will flee from combat if you are close to death, repair items if they have broken or are close to doing so, and bulk sell or scrap items if your inventories get full.</p>

                  <p class="optionsBlock hiddenElement">The auto-battle system will not do certain things, though: It will not change your equipment for you, it will not attempt to upgrade or purchase new equipment in the Store, nor will it attempt to spend any of your Stat Points or Skill Points for you. The auto-battle system will stop running automatically if either section of your inventory is full after the usual selling or scrapping has occured.</p>

                  <p class="optionsBlock hiddenElement">Additionally, the auto-battle system will not attempt to enter boss battles or change the zone in which you are fighting.</p>

                  <div class="powerHeader underLineMe" style="cursor:pointer;" onclick="toggleHelpVis('badgeBlock');">Badges</div>

                  <p class="badgeBlock hiddenElement">During your time in the Realm, you'll make progress towards the earning of 'badges' - one time rewards for reaching milestones and performing certain feats within the game world. Each of these badges grants a 2% boost to seeds and experience gained from combat.</p>

                  <div class="powerHeader underLineMe" style="cursor:pointer;" onclick="toggleHelpVis('bindingBlock');">Key Bindings</div>

                  <p class="bindingBlock hiddenElement">A number of game functions are mapped to keys on the keyboard for easy access, as follows:</p>
                  <ul class="bindingBlock hiddenElement">
                    <li>1 - Activates the Player tab.</li>
                    <li>2 - Activates the Combat tab.</li>
                    <li>3 - Activates the Skills tab.</li>
                    <li>4 - Activates the Inventory tab.</li>
                    <li>5 - Activates the Forge tab.</li>
                    <li>6 - Activates the Shop tab.</li>
                    <li>7 - Activates the Options tab.</li>
                    <li>8 - Activates the Help tab.</li>
                    <li>9 - Activates the Updates tab.</li>
                    <li>0 - Activates the Badges tab.</li>
                    <li>Spacebar - Initiates combat.</li>
                    <li>B - Activates your Burst Attack in combat.</li>
                    <li>F - Flees from combat.</li>
                    <li>R - Initiates repair of your active equipment.</li>
                  </ul>
                </td>
              </tr>
            </table>
          </div>
          <div id="updateTable" class="rootTable" style="display:none;">
            <table class="subTable">
              <tr>
                <td>
                  <div class="powerHeader">更新日志</div>
                  <p><strong>Version 1.1</strong></p>
                  <p>Changes in this version:</p>
                  <ul>
                    <li>
                      UI Changes
                      <ul>
                        <li>Player health and experience bars are now visible across all tabs.</li>
                        <li>When in combat, the experience bar will be replaced by the enemy's health bar.</li>
                        <li>Renaming your character is now accomplished by clicking the existing name below the health bar.</li>
                        <li>When in combat, clicking the enemy's name below the health bar will now initiate your Burst Attack.</li>
                        <li>Indicators will appear on the tab bar under certain circumstances:
                          <ul>
                            <li>The number of stat points to be spent will appear on the Player tab, if any.</li>
                            <li>The number of skill points to be spent will appear on the Skills tab, if any.</li>
                            <li>A (!) will appear on the combat tab when in combat.</li>
                            <li>A (!) will appear on the items tab if either item inventory section is full.</li>
                          </ul>
                        </li>
                        <li>
                          The following tabs are now hidden until certain conditions are met:
                          <ul>
                            <li>Zones</li>
                            <li>Skills</li>
                            <li>Items</li>
                            <li>Store</li>
                            <li>Badges</li>
                          </ul>
                        </li>
                      </ul>
                    </li>
                    <li>
                      Balance Changes
                      <ul>
                        <li>
                          Player stats now provide an additional passive bonus, which scales with their value subject to diminishing returns:
                          <ul>
                            <li><strong>Strength</strong> gives a chance to block enemy attacks, reducing the damage taken by 25%;</li>
                            <li><strong>Dexterity</strong> gives a chance to critically strike enemies for 50% increased damage;</li>
                            <li><strong>Intelligence</strong> gives a chance to dodge an incoming attack, preventing all effects of it;</li>
                            <li><strong>Constitution</strong> gives a chance to restore health equal to your Constitution value when attacking.</li>
                          </ul>
                        </li>
                        <li>
                          The base from which enemy stat scaling is calculated has been increased slightly, for both normal and elite foes. This will be most noticeable at lower levels.
                        </li>
                      </ul>
                    </li>
                    <li>
                      Skill Changes
                      <ul>
                        <li>
                          The skill tree has been completely redefined and split into three broad sections:
                          <ul>
                            <li>The <strong>Offense</strong> tree focuses on skills that increase damage done and effects that occur when attacking;</li>
                            <li>The <strong>Defense</strong> tree focuses on skills that decrease damage taken and effects that occur when attacked;</li>
                            <li>The <strong>Support</strong> tree focuses on quality of life upgrades that don't fit into either of the above trees.</li>
                          </ul>
                        </li>
                        <li>
                          Restrictions on purchasing certain skill combinations have been removed, with the exception of the split between 'Reflective Shield' and 'Absorption Shield'.
                        </li>
                        <li>The availability of Skill Points has been changed: a minimum level of 5 is required, and they are only naturally gained on odd levels beyond that point.</li>
                        <li>
                          The following skills have been updated:
                          <ul>
                            <li><strong>Intuition</strong>
                              <ul>
                                <li>Renamed to 'Undermine'</li>
                              </ul>
                            </li>
                            <li><strong>Will To Live</strong>
                              <ul>
                                <li>Renamed to 'Victory Rush'</li>
                                <li>Updated to restore 5% health per rank upon defeating an enemy.</li>
                              </ul>
                            </li>
                            <li><strong>Master Tinkerer</strong>
                              <ul>
                                <li>Fixed an issue where this skill was far less effective than originally intended.</li>
                              </ul>
                            </li>
                            <li><strong>Survival Instincts</strong>
                              <ul>
                                <li>Has been changed to directly increase the amounts healed and repaired, instead of speeding up the ticks.</li>
                                <li>Now has 5 ranks available (down from 10).</li>
                                <li>Increased the bonus amount healed and repaired to 4% per rank (up from 2%).</li>
                              </ul>
                            </li>
                            <li><strong>Proper Care</strong>
                              <ul>
                                <li>Now has 5 ranks available (down from 10).</li>
                                <li>Each rank provides a 3% chance to prevent durability loss (up from 2%).</li>
                                <li>Fixed an issue where it was less likely to activate than it should have been.</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Pickpocket</strong>
                              <ul>
                                <li>Now has 5 ranks available (down from 10).</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Divine Shield</strong>
                              <ul>
                                <li>Now has 5 ranks available (down from 10).</li>
                                <li>Chance to nullify attacks is now 2% per rank (up from 1%).</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Luck of the Draw</strong>
                              <ul>
                                <li>Now has 5 ranks available (down from 10).</li>
                                <li>Chance to gain an additional Stat Point is now 2% per rank (up from 1%).</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Fast Learner</strong>
                              <ul>
                                <li>Now has 5 ranks available (down from 10).</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Flurry</strong>
                              <ul>
                                <li>Now has 5 ranks available (down from 10).</li>
                                <li>Chance to deliver a second attack is now 2% per rank (up from 1%).</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Deadly Force</strong>
                              <ul>
                                <li>Now has 5 ranks available (down from 10).</li>
                                <li>Damage increase is now 3% per rank (up from 2%).</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Ancestral Fortitude</strong>
                              <ul>
                                <li>Now has 5 ranks available (down from 10).</li>
                                <li>Damage reduction is now 3% per rank (up from 2%).</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Nimble Fingers</strong>
                              <ul>
                                <li>Now has 5 ranks available (down from 10).</li>
                                <li>Attack speed increase is now 3% per rank (up from 2%).</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Expose Weakness</strong>
                              <ul>
                                <li>Now has 5 ranks available (down from 10).</li>
                                <li>Debuff application rate increase is now 2% per rank (up from 1%).</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Bartering</strong>
                              <ul>
                                <li>Now has 5 ranks available (down from 10).</li>
                                <li>Price reduction is now 3% per rank (up from 2%).</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Patience and Discipline</strong>
                              <ul>
                                <li>Chance of an additional stat boost is now 2% per rank (down from 3%).</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Empowered Flurry</strong>
                              <ul>
                                <li>Damage increase is now 5% per rank (up from 4%).</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Overcharge</strong>
                              <ul>
                                <li>Damage increase is now 35% (up from 25%).</li>
                              </ul>
                            </li>
                            <li>
                              <strong>Reclaimed Knowledge</strong>
                              <ul>
                                <li>Fixed an issue where the accumulated experience was not removed when prestiging.</li>
                              </ul>
                            </li>
                          </ul>
                        </li>
                      </ul>
                    </li>
                    <li>
                      New Skills
                      <ul>
                        <li><strong>Armour Mastery</strong> is the new base skill in the Defence tree, increasing the potency of armour bonuses by 5% per rank (rounded up to the nearest point).</li>
                        <li><strong>Terminal Illness</strong> is a new single rank skill in the Offense tree, allowing the player to refresh debuff timers if they are reapplied during their duration. Branches from <strong>Expose Weakness</strong>.</li>
                        <li><strong>Bloodlust</strong> is a new single rank skill in the Offense tree, which refreshes your Burst Attack cooldown upon a critical hit. Branches from <strong>Keener Eye</strong>.</li>
                        <li><strong>Power Surge</strong> is a new 5 rank skill in the Offense tree, which applies Adrenaline Rush at the start of combat for one attack per rank. Branches from <strong>Adrenaline Rush</strong>.</li>
                        <li><strong>Deadly Momentum</strong> is a new 5 rank skill in the Offense tree, which stores overkill damage from all other sources (up to 20% per rank of target's max HP) and applies it at the start of combat. Branches from <strong>Adrenaline Rush</strong>.</li>
                        <li><strong>Shield Wall</strong> is a new 5 rank skill in the Defence tree, increasing block chance by 1% per rank. Branches from <strong>Ancestral Fortitude</strong>.</li>
                        <li><strong>Shield Crush</strong> is a new 5 rank skill in the Defence tree, granting a 2% chance per rank to ignore enemy armour bonuses. Branches from <strong>Shield Wall</strong>.</li>
                        <li><strong>Hold The Line</strong> is a new single rank skill in the Defence tree, guaranteeing a block whenever Shield Crush activates. Branches from <strong>Shield Crush</strong>.</li>
                        <li><strong>Stand Your Ground</strong> is a new single rank skill in the Defence tree, which removes the active debuff on you when Shield Crush activates. Branches from <strong>Shield Crush</strong>.</li>
                        <li><strong>Riposte</strong> is a new 5 rank skill in the Defence tree, granting a 2% chance per rank to Disarm the attacker upon a successful block. Branches from <strong>Hold the Line</strong>.</li>
                        <li><strong>Bladed Armour</strong> is a new 5 rank skill in the Defence tree, that deals a flat 2% per rank of damage taken to an attacker. Branches from <strong>Shield Wall</strong>.</li>
                        <li><strong>Artful Dodger</strong> is a new single rank skill in the Defence tree, causing successful dodges to refresh the cooldown on your Burst Attack. Branches from <strong>Victory Rush</strong>.</li>
                        <li><strong>Eye for an Eye</strong> is a new single rank skill in the Defence tree, which deals 100% of blocked damage to the attacker upon a successful block. Branches from <strong>Victory Rush</strong>.</li>
                        <li><strong>Second Wind</strong> is a new 5 rank skill in the Defence tree, which will negate a killing blow made against you and restore 6% of your maximum health per rank, once per battle. Branches from <strong>Last Bastion</strong>.</li>
                        <li><strong>Bountiful Bags</strong> is a new 5 rank skill in the Support tree, which increases your inventory sizes by 3 slots per rank. Branches from <strong>Five Finger Discount</strong>.</li>
                      </ul>
                    </li>
                    <li>
                      Miscellaneous Changes
                      <ul>
                        <li>
                          All badges relating to reaching maximum levels with specific skills have been removed.
                        </li>
                        <li>
                          A new badge, <strong>Terminally Unimaginative</strong>, is awarded for reaching level 50 without providing custom names or descriptions for anything.
                        </li>
                        <li>
                          Fixed an issue where the UI on the Player tab was often unresponsive due to excessive redrawing operations.
                        </li>
                        <li>
                          Fixed an issue where the default debuff name was not being applied if the dialogue was left blank.
                        </li>
                        <li>
                          Fixed an issue where the random debuff reforge could not select the 'Sleep' debuff.
                        </li>
                        <li>
                          Purchased skills will no longer remain in the 'Available Skills' section of the Skills tab once they have reached their maximum level.
                        </li>
                        <li>
                          New players will now load into the Updates tab by default when playing for the first time.
                        </li>
                        <li>
                          The various sections of the Help tab are now collapsible, and all but the Introduction section are collapsed by default.
                        </li>
                        <li>
                          The Zones tab will no longer show the names of zones you have yet to unlock.
                        </li>
                      </ul>
                    </li>
                  </ul>
                </td>
              </tr>
            </table>
          </div>
          <div id="badgeTable" class="rootTable" style="display:none;">
            <table class="subTable">
              <tr>
                <td id="selectedBadge">
                </td>
              </tr>
              <tr>
                <td>
                  <div id="badgeList">
                  </div>
                </td>
              </tr>
            </table>
          </div>
          <div id="initTable" class="rootTable">
            <table class="subTable">
              <tr>
                <td>载入中...</td>
              </tr>
              <tr>
                <td id="loadedInit" style="display:none;">init.js 载入.</td>
              </tr>
              <tr>
                <td id="loadedStrings" style="display:none;">strings.js 载入.</td>
              </tr>
              <tr>
                <td id="loadedZones" style="display:none;">zones.js 载入.</td>
              </tr>
              <tr>
                <td id="loadedPowers" style="display:none;">skills.js 载入.</td>
              </tr>
              <tr>
                <td id="loadedCombat" style="display:none;">combat.js 载入.</td>
              </tr>
              <tr>
                <td id="loadedInventory" style="display:none;">inventory.js 载入.</td>
              </tr>
              <tr>
                <td id="loadedPlayer" style="display:none;">player.js 载入.</td>
              </tr>
              <tr>
                <td id="loadedTickers" style="display:none;">tickers.js 载入.</td>
              </tr>
              <tr>
                <td id="loadedUI" style="display:none;">ui.js 载入.</td>
              </tr>
              <tr>
                <td id="loadedUIPanels" style="display:none;">uipanels.js 载入.</td>
              </tr>
              <tr>
                <td id="loadedBadges" style="display:none;">badges.js 载入.</td>
              </tr>
              <tr>
                <td id="loadedKeybindings" style="display:none;">keybindings.js 载入.</td>
              </tr>
            </table>
          </div>
          </td>
      </tr>
    </table>
  </div>
  <div id="saveToast" class="savePopup" style="display:none;" onclick="Game.showMessage()"><span id="toastContent"></span></div>
  <script type="text/javascript" src="shims.js?ver=1.1"></script>
  <script type="text/javascript" src="init.js?ver=1.1"></script>
  <script type="text/javascript" src="strings.js?ver=1.1"></script>
  <script type="text/javascript" src="zones.js?ver=1.1"></script>
  <script type="text/javascript" src="skills.js?ver=1.1"></script>
  <script type="text/javascript" src="combat.js?ver=1.1"></script>
  <script type="text/javascript" src="inventory.js?ver=1.1"></script>
  <script type="text/javascript" src="player.js?ver=1.1"></script>
  <script type="text/javascript" src="tickers.js?ver=1.1"></script>
  <script type="text/javascript" src="ui.js?ver=1.1"></script>
  <script type="text/javascript" src="uipanels.js?ver=1.1"></script>
  <script type="text/javascript" src="badges.js?ver=1.1"></script>
  <script type="text/javascript" src="keybindings.js?ver=1.1"></script>
  <script type="text/javascript">
    document.onkeypress = keyBindings;
  </script>
</body>

</html>
